Month: March 2010

Right off the proverbial bat, I still can’t get the C# compiler to notice that I have a text file that lives among the code. It won’t do it. I spent the better half of an hour researching importers and loaders to no real avail (although now I know the theory behind adding 3D models… Read more

Nope. The title doesn’t make any sense today, and it probably never will. I’m pretty sure that nothing I’m about to write will get us there in the round-a-bout way that I frequently use either. It seemed like a good idea at the time (which was about 35 second ago). The less said about it,… Read more

If I could hate things to death I think I would, probably way too frequently. Could my evil eye increase in potency enough to cause harm to things? That would be good.Actually, that would be bad. My laptop would have a 40 caliber glare hole through it by now. A smoking void that would probably… Read more

Well I wasted an hour yesterday. I had but a simple goal, to install a crossfader into the sound code for Thief. Instead I got to bang my head bone on the wall for 60+ minutes and have nothing to show for it but a headache and the evaporation of a couple of brain cells.The… Read more

The Cliffs Level, I know that you’re sick of hearing about the Cliff Level. Well, that statement is assuming that anybody reads this, or cares, or even remembers really. In any event, I got something finally working correctly. Recently, I’ve been getting a lot of very high quality music from our resident composer, and I’ve… Read more

So it turns out I was both correct and wrong in equal measure regarding the previous posts. First of all, it turns out that whether or not I can access information has nothing, nada, zero to do with whether or not the information I’m looking for is somehow abstract. It turns out, that I had… Read more

Yesterday I got the first type of Crasher enemy installed into the code that will eventually be Paper Zeppelin. In the Design Doc, which is I haven’t posted yet cause it’s not done yet, when enemies or players are destroyed instead of exploding they fall towards the ground. If they hit something else, a cascade… Read more

I’ve found the fourth piece. Yes I did. This “fouth piece” is the final bit needed for a game to work from a programming perspective. They are : Drawing Stuff, Controling Stuff, Updating Stuff and now, making stuff Collide.It did take me the better part of an hour though. The main reason is that I… Read more

I’m thinking that I’ve got a pretty goo handle on C# now. It’s not quite yet enough for me to declare that “My Kung Fu is Strong,” but certianly enough to do what I demand of it. I’m also beginning to think about ways to do other projects in the docket, specifically the incredibly esoteric… Read more

Ah, much to talk about. Let’s start with the stuff from the last post. The design document for Paper Zeppelin is coming along, just taking longer than I wanted. Important questions regarding the structure of things come up when you actually have to write them out instead of simply thinking about them in abstracted ways.… Read more